G.U.T.S.™ * M.A.R.S.™ * Hexes Nexus™ * Players * Chronicle
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00001 - There's no place like heelafaq

Day 1, awakening + about 30 minutes

The screen goes dark. You avoid looking into the pool. You turn to the door behind you. You walk toward it.

As you approach, the door opens to a narrow, dimly lit, somewhat irregularly shaped corridor. You enter it, and the door closes behind you. The walls of the hallways do not appear firm, and you get an uncomfortable feeling when you touch them. It is unpleasant enough that you start making a conscious effort to avoid touching the walls again. You want to get out of this hallway as soon as possible.

You follow the corridor to another door, which also opens at your approach. You go through the door into a broad hallway. It is approx 40' wide, 40' tall, 200' long. The walls are made of a solid, difusely-reflective metallic substance. The doorway from which you entered is centered along one wall. It opens when you re-approach it, and closes when you draw away. There is a larger doorway centered in the opposite wall. It does not activate when you approach it.

You look up and down the 200' hallway. You travel to one end, staying in its center, and see that it branches 60 degrees into another similar hall which also has doors centered on the inner and outer walls, You do not approach the doors. You walk to the end of the hall, where you encounter another 60 degree bend. You continue taking the 60 degree turn at the end of each hall. A song about a bear going over an infinite number of mountains occurs to you, just about the time that you notice that you are approaching the puddles you left in the large hall when you first entered it from the strange hall.

You form a mental picture of the structure, based on what you have seen and some reasonable guesses.

corridor

You visualize the structure as a large hexagon with an outer corridor and an inner chamber with 6 adjoining rooms. You mentally assigned letters to each section, as shown above. You notice that you have not assigned a name to the center room, but you decide that is for the best and choose to drop that line of thought. There's no reason to draw attention to that area!

You walk the perimeter again, this time approaching all of the doors. You start with a quick look in room D again. You see the irregular walls, and decide you will explore elsewhere. In corridor C, neither door responds in any way when you approach it.

In corridor B, the outer door glows white when you approach it (except for Jody-in his case the door does not react). You do not enter it. You remember from the 'briefing' that the doors which glow white will take you to the heelafaq for someone else. You decide to hold off on that encounter for a while. The inner door in corridor B does not react when you approach it.

Both doors in corridor A react to your approach. The inner door opens when you approach it, while the outer door glows assorted colors. You remember that the outer wall's door will take you to the world you are supposed to visit, but you decide you aren't ready for that trip yet either.

You pass through the inner door and enter Room A. It is filled with tables, equipment, and storage containers. You have the sense of a hospital cafeteria. There are areas that seem oriented towards food prep, and other areas that are obviously intended for dining. There are many small devices built into the wall and countertop surfaces, but none of them are operational.

The section closest to the inner wall is filled with large storage containers. Upon inspection you see that many of them are refrigerated, some at temperatures below freezing. One set of these containers has been grouped together near the center of the inner wall. You open some of the containers. The ones near the inner wall all have a few small insects moving about inside of them. You do not disturb the insects. You close the containers. The other containers which are not grouped with these containers show no sign of the insects. You do not see any of the insects in the room.

You exit the room and enter corridor F. Neither door reacts to your approach. You enter corridor E. The outer door glows white (except for Dale). The inner door does not react to your approach. You complete the circuit in corridor D. The inner door still opens for you. The outer door does not react.

You decide it's time to meet your companions. You move to the closest white outer door, and step through.

 

G.U.T.S.™ * M.A.R.S.™ * Hexes Nexus™ * Players * Chronicle
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